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Kyber Elimination League, season 6, round 2: Christopher Daniel (First Order) vs Nébal (First Order) (battle report in English)

Publié le par Nébal

 

Kyber Elimination League, season 6, round 2! And a new battle report in English. Of course, I’m French, so I’m genetically designed to speak and write an awful English… Please be kind!

 

This season is very different from the previous one, of which I have published all my games a few months ago. This Elimination League has a special rule: some cards, pilots as well as upgrades, are banned, based on surveys of the players. A first list of ten banned cards was published at first, but after each round two more cards will be banished. Players therefore don’t have to choose a single list for the whole tournament, and can change their list each round, as long as it doesn’t feature banned cards.

 

Here is the list of banned pilots for round 2:

  • Baron of the Empire (TIE Advanced v1, Galactic Empire).
  • Inquisitor (TIE Advanced v1, Galactic Empire).
  • Cartel Spacer (M3-A Interceptor, Scum and Villainy).
  • Jango Fett (Firespray-class Patrol Craft, Separatists).
  • Zam Wesell (Firespray­-class Patrol Craft, Separatists).

 

And here is the list of banned upgrades for round 2 (the new ones being in italics):

  • Admiral Sloane (Crew, Galactic Empire).
  • Count Dooku (Crew, Separatists).
  • Zam Wesell (Crew, Scum and Villainy/Separatists).
  • Foresight (Force).
  • False Transponder Codes (Illicit).
  • XX-23 S-Thread Tracers (Missile).
  • Thermal Detonators (Payload).

 

We knew this tournament’s players were not very fond of Zam and double Firespray. And 3 Agility generic ships with tracers or Force. Not very surprising? Both new banned cards were not a surprise neither; actually, I would have thought False Transponder Codes would be in the first list.

 

There will be six rounds of swiss, and that’s it.

 

For this second round, I have been paired with Christopher Daniel, a very nice player from New York, USA, who brought the following First Order list… and as it happened, it was a Malarus swarm!

 

TIE/ba Interceptor – •”Holo” – 55

•”Holo” – Trick of the Light (54)

Proud Tradition (2)

 

Xi-class Light Shuttle – •Commander Malarus – 45

•Commander Malarus – Vindictive Taskmaster (45)

 

TIE/fo Fighter – Epsilon Squadron Cadet – 25

Epsilon Squadron Cadet (25)

 

TIE/fo Fighter – Epsilon Squadron Cadet – 25

Epsilon Squadron Cadet (25)

 

TIE/fo Fighter – Epsilon Squadron Cadet – 25

Epsilon Squadron Cadet (25)

 

TIE/fo Fighter – Epsilon Squadron Cadet – 25

Epsilon Squadron Cadet (25)

 

Total: 200/200

 

As for myself, well, I brought my own Malarus TIE/fo swarm…

 

Xi-class Light Shuttle – •Commander Malarus – 58

•Commander Malarus – Vindictive Taskmaster (45)

•Agent Terex (7)

•Hondo Ohnaka (6)

 

TIE/fo Fighter – “Scorch” – 33

•“Scorch” – Zeta Leader (33)

 

TIE/fo Fighter – “Longshot” – 31

•“Longshot” – Zeta Ace (31)

 

TIE/fo Fighter – Epsilon Squadron Cadet – 26

Epsilon Squadron Cadet (25)

Automated Target Priority (1)

 

TIE/fo Fighter – Epsilon Squadron Cadet – 26

Epsilon Squadron Cadet (25)

Automated Target Priority (1)

 

TIE/fo Fighter – Epsilon Squadron Cadet – 26

Epsilon Squadron Cadet (25)

Automated Target Priority (1)

 

Total: 200/200

 

Now to the game.

 

BEWARE: RIGHT AFTER THIS OMINOUS DARTH VADER PICTURE, I WILL REVEAL HOW THE GAME TURNED OUT. IF YOU DON’T WANT SPOILERS, WATCH THE VIDEO BEFORE READING FURTHER!

 

 

Defeat for the First Order… I mean the Malarus swarm… I mean my Malarus swarm: 135-58… Well played, Chris, and thank you for the game!

 

Of course, neither of us knew what the other would play right before the game started. And Chris laughed when he saw my list, already prepared, and told me he would play a Malarus TIE/fo swarm as well. Although quite not the same, this wasn’t absolutely a mirror game. His swarm was more straightforward to some regards, with four Epsilon Squadron Cadets with no upgrades, and a naked Malarus, but he had a better ship (and far better than all mine) to complete the list: the dreadful “Holo” on her TIE/ba Interceptor, with Proud Tradition (the only upgrade of the list) because of course, it’s “Holo”! None of my ships could compete with her. But my list was more diverse regarding TIE/fo, with “Scorch” and “Longshot” in middle initiative range, with abilities to roll one more dice when attacking, and there were many more upgrades in my swarm, supposed to make it more reliable: Automated Target Priority on my Cadets was a thing, but Agent Terex and Hondo Ohnaka were the real difference. Not a perfect mirror game, then, but, let’s face it, it was really close of a perfect mirror game.

 

And here I made a big mistake: I chose to be first player. And that was a very bad move. The thing is, I flew that list quite some time, between Kyber Cup 5 and the Ligue Millennium Condor, but almost never against swarms of I1. And even when that happened, the ability to block enemy ships seemed priceless to me. Therefore, Malarus’ strain tokens were almost never an issue. But this time it would be different. My Malarus shooting first meant that Chris’ Malarus and especially “Holo” would be able to capitalize on her own strain tokens. Then, Chris’ Cadets would do the same against my Cadets… and he had one more. Actually, that mistake on my part would not produce that much effects in the game (but for Malarus), yet still. Finally, as Chris engaged faster than I thought he would, I wasn’t even in a good position to block him, which was supposed to be the point being first player! Actually, he was maybe in a better position to do so himself…

 

And we jousted at first. You know the drill: when both players joust, that means that one of them is wrong. Seems I was wrong… But on paper, or statistically, I still think that I should have had the upper hand there: I committed one more ship than Chris, since “Holo” started far away in order to flank me, although she was actually fast enough to join the fight; “Scorch” would get a three dice attack whatever the case, and probably “Longshot” as well; finally, through Terex and Hondo, my swarm should have been more reliable than Chris’, whose ships were all naked.

 

But I had terrible dices during that first engagement. To be perfectly clear: I lost the game because of my bad decisions, not only, and maybe not first and foremost actually, regarding first player status, but also, more immediately, through target priority, I guess, and Hondo in the first engagement was not ideal, to give another example. That was the main reason. But terrible dice rolls, in attack as well as in defence, certainly didn’t help, especially during the first two engagements. And that had the side effect of forcing many Malarus rerolls, and therefore gaining more strain tokens… when those rerolls, most often than not, didn’t strengthen my attacks.

 

“Holo” immediately took half points on “Longshot”. “Scorch” took only one shield on Chris' Malarus but strained himself. “Longshot” however was just a bit too far from her, and strained himself doing nothing on a TIE. My Cadets then did absolutely nothing on Chris’, even if that allowed all of them to store a calculate token on Automated Target Priority. Chris’ Cadets however already killed “Scorch”, the closest thing I had of a heavy hitter (first player status was not an issue there), and took my Malarus’ shields…

 

I wasn’t in a good position to get the block I hoped after that, and not very confident after the premature death of “Scorch”. I did my best, though; two ships on both side bumped in the end, and, as it seemed, both Xi-class Light Shuttles would suffer during this round… My Malarus took one shield on a TIE/fo but strained herself, and “Holo” capitalized on that immediately, taking half points on her, while Chris’ Malarus took half points on my pink Cadet… Payback time? “Longshot” strained himself but took half on Chris’ Malarus, and my Cadets destroyed her; however, since we were at initiative 1, she would stay until the end to provide Chris’ TIE/fo her rerolls… and the last of them killed my Malarus: both Xi­ shuttles destroyed! No more straining rerolls for neither of us… but that was worse for me: no more Agent Terex and Hondo Ohnaka neither!

 

I had only TIE/fo then, four of them out of five, two being at half points. Chris had all of his Cadets, plus “Holo”, and that’s a plus, only one of his TIE/fo having lost a shield. We saw clearly where this was going… All my TIE/fo amade Koiogran turns or Segnor Loops, most of Chris’ did the same, and “Holo” as well, who was able to focus through Proud Tradition to pass her token to the endangered blue TIE (as “Holo” was too far away for me to shoot at her, there was no way I could flip Proud Tradition on False Tradition side, that was well played indeed). Of course “Longshot” did nothing, neither did any of my Cadets. None of Chris’ TIE/fo could shoot at me though. Blank turn.

 

Then I managed to make two of Chris’ Cadets bump, but “Holo” scored Wounded Pilot on “Longshot”, who once again did absolutely nothing shooting back at the TIE/ba Interceptor. One of my Cadets got half points on Chris’ blue TIE/fo, and inflicted a Fuel Leak on it, but I wouldn’t score any more points during the game, while Chris finally destroyed “Longshot”, and that was it.

 

And so, defeat, 135-58 Good game, Chris! And I wish you the best of luck for the remainder of the tournament!

 

So I’m 1-1 now… We’ll see next week what happens in round 3. See you soon!

 

 

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